feat(ui): single-word rule indicators + auto-match select redesign
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Surface the per-game "single word" rule to the client and refine the
random-opponent New Game screen.

- Wire: thread multiple_words_per_turn into the GameView and Invitation
  FlatBuffers tables (Go + TS regenerated), through pkg/wire builders and both
  the backend push-event and gateway REST paths.
- In-game indicators (single-word games only): a small 1 in the status bar's
  score-preview slot (yields to the live preview) and a centred "One word per
  turn" label in the history-drawer header. Standard games show neither.
- Invitation card gains a "One word per turn" line for single-word invitations.
- Auto-match redesign: variant plaques are mutually-exclusive selects (highlight
  on tap, no longer enqueue); a lone offered variant is pre-selected; a bottom
  "Start game" button (disabled until a variant is chosen) confirms. The rule
  toggle appears once a Russian variant is selected.
- Tests: e2e for the new auto flow and the in-game indicator (mock g3 is a
  single-word game); mock/data + fixtures carry the new field. Docs: UI_DESIGN.
This commit is contained in:
Ilia Denisov
2026-06-12 10:28:29 +02:00
parent b56a45f0e0
commit 0b57400c6f
29 changed files with 364 additions and 216 deletions
+12 -11
View File
@@ -326,17 +326,18 @@ func toWireGame(g backendclient.GameResp) wire.GameView {
}
}
return wire.GameView{
ID: g.ID,
Variant: g.Variant,
DictVersion: g.DictVersion,
Status: g.Status,
Players: g.Players,
ToMove: g.ToMove,
TurnTimeoutSecs: g.TurnTimeoutSecs,
MoveCount: g.MoveCount,
EndReason: g.EndReason,
Seats: seats,
LastActivityUnix: g.LastActivityUnix,
ID: g.ID,
Variant: g.Variant,
DictVersion: g.DictVersion,
Status: g.Status,
Players: g.Players,
ToMove: g.ToMove,
TurnTimeoutSecs: g.TurnTimeoutSecs,
MultipleWordsPerTurn: g.MultipleWordsPerTurn,
MoveCount: g.MoveCount,
EndReason: g.EndReason,
Seats: seats,
LastActivityUnix: g.LastActivityUnix,
}
}
+12 -11
View File
@@ -116,17 +116,18 @@ func buildInvitation(b *flatbuffers.Builder, inv backendclient.InvitationResp) f
}
}
return wire.BuildInvitation(b, wire.Invitation{
ID: inv.ID,
Inviter: wire.AccountRef{AccountID: inv.Inviter.AccountID, DisplayName: inv.Inviter.DisplayName},
Invitees: invitees,
Variant: inv.Variant,
TurnTimeoutSecs: inv.TurnTimeoutSecs,
HintsAllowed: inv.HintsAllowed,
HintsPerPlayer: inv.HintsPerPlayer,
DropoutTiles: inv.DropoutTiles,
Status: inv.Status,
GameID: inv.GameID,
ExpiresAtUnix: inv.ExpiresAtUnix,
ID: inv.ID,
Inviter: wire.AccountRef{AccountID: inv.Inviter.AccountID, DisplayName: inv.Inviter.DisplayName},
Invitees: invitees,
Variant: inv.Variant,
TurnTimeoutSecs: inv.TurnTimeoutSecs,
HintsAllowed: inv.HintsAllowed,
HintsPerPlayer: inv.HintsPerPlayer,
MultipleWordsPerTurn: inv.MultipleWordsPerTurn,
DropoutTiles: inv.DropoutTiles,
Status: inv.Status,
GameID: inv.GameID,
ExpiresAtUnix: inv.ExpiresAtUnix,
})
}